Seopardy is an implementation of the game “Jeopardy” and a reimplementation/clone of the software “beopardy”, mostly known for being used in the Chaos Communication Congress Hacker-Jeopardy.
To run this software you need:
To play a game I recommend:
The game needs questions to run the game. A question file is a yaml-file containing either all questions or a link to the respective files containing said questions.
The top-level question file contains two keys:
Name: Round 2 Sections: - test.q - cpu.q - extra/foo.q - xkcd.q
A question file containing sections can contain an arbitrary number of sections. Each section needs to have exactly five questions. A question can have the following keys:
Five Types of question are supported:
- Section: Test Questions: - Name: Question 1 Question: This text is displayed Answer: This is never displayed, only for you to remember the answer Type: Text - Name: Question 2 Question: path/to/test.png Answer: Bar Type: Image ...
To prevent you from losing the current gamestate in case of a crash, seopardy saves its interal state as a yaml file after each question. You can specify a directory where the gamestates are stored in the config file and load a state with the --gamestate parameter.
To get the input from a button (aka “the outside world”) into the game, two classes are available:
Fifo creates a fifo in your local filesystem, first argument being the path to where the fifo should be created. To emit a button press you can simply write an ASCII-number into the fifo, corresponding to the player which pressed a button. All other characters are ignored.
Serial reads from a serial device using pyserial. Parameters are path to the device, baudrate (default 9600), parity (default N) and stop-bits (default 1). As with the fifo, an ASCII-number for the player which pressed a button is expected. All other characters are ignored.
BeopardySerial mimics the protocol used by the Beopary software. It reads from a serial device and takes the same arguments as Serial, but in addition to taking button presses from the serial it also gives feedback about the current gamestate.
Unix opens up a unix domain socket on your local filesystem, first argument being the path to where it should be created. To send a player button press, send its ASCII number (‘1’-‘9’ is supported). The board will send a ‘O’ if the buzzers (buttons) are open and a ‘C’ when they are closed. To indicate that it is a player’s turn the board will send a “TX”, where X is the current player’s number (e.g. “T3” for player 3).
# use BeopardySerial playerInput: - Type: BeopardySerial Args: - /dev/ttyUSB0 - 19200 # use a unix domain socket playerInput: - Type: Unix Args: - /tmp/seopardy.sock
Writing an own class for player input should be fairly easy. Within its own thread the class can do whatever it wants (including blocking I/O). When it wants to signal a button was pressed it just needs to emit a ButtonEvent. An input class has two functions which are called while a question is on display:
buzzersOpen(isOpen) is called, when the question is first displayed,
when the question is reopened after a false answer, when the question is
closed after either a correct answer or no answer at all or when a
button for an unknown player was submitted.
playerGotQuestion(playerNo) is called, whenever a player pressed
their button and got the turn to answer. Note that no extra
buzzersOpen(False)) event is sent, when a button
flat-volume = noin
/etc/pulse/daemon.conffixes this for some users.